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Shelomitha Shira Sarma; Ahmad Husaein; Xaverius Sika; Herti Yani; Beny Beny

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

The development of information technology has driven digital transformation in various sectors, including the food and beverage (F&B) industry. However, many small to medium-scale F&B businesses still rely on manual ordering systems, resulting in long queues, order recording errors, limited menu information, and suboptimal user experience. This study aims to design the user interface (UI) and user experience (UX) of a web-based Smart Ordering System that provides convenience, efficiency, and comfort in the food ordering process. The research method used is the Design Thinking approach, which includes empathize, define, ideate, prototype, and testing stages. The design process involves user needs analysis, user flow development, wireframe creation, and high-fidelity prototype development using Figma. Usability testing is conducted using the Single Ease Question (SEQ) method to evaluate ease of use and user satisfaction. The results indicate that the proposed UI/UX design provides a clear ordering flow, intuitive interface, and easy-to-understand user experience. Based on the SEQ results, most users experienced no difficulty in using the system, indicating that the design meets usability criteria with a very good category and is suitable for implementation in the F&B industry.

Muhamad Zulio Arrafi; Ahmad Husaein; Herti Yani; Beny Beny; Xaverius Sika

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

Many new business owners are seeking easy and simple business consulting services amid rapid technological advances. Unfortunately, most available platforms only offer consulting, not a place to consult and create websites. Biz Starter was created to meet this need, by becoming a platform that not only offers consulting services but also helps users build websites for their own businesses. The development process uses a user-oriented approach, starting from identifying needs, designing the appearance, and then conducting testing. The results show that it is quite helpful for users, especially beginners, because the appearance is simple, the flow is clear, and the business process is much more practical. Overall, this platform has succeeded in making the user experience easier, and it can serve as a digital companion for people who are preparing for business consulting.

Suci Wahyunia; Herti Yani; Beny Beny; Xaverius Sika; Ahmad Husein

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

Conventional management of sports services often leads to inefficiency and limited public access to experts and facilities. Reliance on manual systems poses a high risk of scheduling conflicts or human error. This study aims to develop the User Interface (UI) and User Experience (UX) design for the Movement and Athletic Talent Hub (MATCH) application as an integrative digital solution. The approach employed is the Design Thinking method, encompassing the stages of empathize, define, ideate, prototype, and testing. The design process resulted in an interactive prototype featuring key functions such as facility booking, trainer search, and a digital payment system. Evaluation was conducted using the System Usability Scale (SUS) method involving target users. The test results yielded an average score of 79.5, categorizing the MATCH application within the Good rating and Acceptable status. These findings indicate that the design is effective in meeting user needs and is viable for further development as a digital sports ecosystem.

Fikih Fikih; Leonnel Fridelon Nitung; Michael Fransisico Lie; Yossinomita Yossinomita

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to compare the effectiveness of QRIS with other cashless payment methods in driving the development of the digital economy in Indonesia. The background to this study stems from the increasing use of digital transactions and the strategic role of QRIS as a national standard for QR-based payments. Google Forms was used to disseminate the survey online and successfully collected 100 respondents who were users of cashless digital payment services. A purposive sampling technique was used to ensure that respondents had experience using QRIS and other digital payment methods. Data were examined using the SmartPLS 4 program using a Partial Least Squares Structural Equation Modeling (PLS-SEM) approach to test the relationships between variables. The results indicate that perceived ease of use, transaction security, and influence on digital behavior have a positive or significant influence on QRIS effectiveness. However, availability and accessibility variables did not have a significant effect. This finding indicates that QRIS effectiveness is more influenced by user experience and perceptions, rather than availability or ease of access. This research is expected to contribute to the development of strategies to increase digital payment adoption in Indonesia.

Ahmad Nur Rohman; Ahmad Husaein; Irwan Bustami; Herti Yani; Beny Beny +1 more

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to design the User Interface (UI) and User Experience (UX) on the VINIX Showcase Website as a personal branding platform and digital Skill Passport for participants of the VINIX Seven Aurum Program using the Design Thinking method. The background of this research is the absence of an integrated digital platform that can systematically and easily document and display participants' skills, projects, certificates, and professional identity. The design process is carried out through five stages of Design Thinking, namely Empathize, Define, Ideate, Prototype, and Test, starting with exploring user needs, formulating problems, developing solution ideas, creating Prototypes, and Usability Testing. The results of the study consist of the UI/UX design of the VINIX Showcase Website, which includes registration and Login features, user Dashboard, Skill Passport, project upload, public Showcase, and automatic CV generation feature. Testing using the Usability Testing method showed that the resulting design has a good level of ease of use and comfort and is acceptable to users. This research is expected to be an effective digital solution in supporting personal branding, skills documentation, and improving the professionalism of VINIX Seven Aurum Program participants.

Rabiatun Islamiah; Fachruddin Fachruddin; Suyanti Suyanti

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

The development of digital technology has led to an increase in the use of short video-based entertainment applications, including the Melolo application. However, the free version still has various complaints, such as inconsistent subtitles, unintuitive navigation, force close glitches, and unstable advertisements, so user satisfaction analysis is needed. This study aims to measure the level of satisfaction of users of the free version of the Melolo application using the End User Computing Satisfaction (EUCS) method, which covers five variables, namely content, accuracy, format, ease of use, and timeliness. Data was collected through an online questionnaire of 385 Melolo app users in Jambi City and analyzed using Structural Equation Modeling (SEM) with the help of SmartPLS 4. The results showed an R-Square value of 0.546, indicating that the model was able to explain 54.6% of the changes in user satisfaction levels. The variables of content and timeliness were found to have a significant effect on user satisfaction, while accuracy, format, and ease of use had no significant effect. These results indicate that content quality and system timeliness are the main factors in increasing user satisfaction. Therefore, Melolo app developers are advised to maintain content quality and improve system performance and stability to optimize the user experience.

Buana Ramadhan; Priscillia Annisa Clara

Prosiding Seminar Nasional Ilmu Manajemen Kewirausahaan dan Bisnis 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Rapid adoption of cashless payments has reshaped everyday spending, especially among young consumers. While e-wallets deliver speed and convenience, constant exposure to discounts, cashbacks, and one-click checkouts may also foster more frequent discretionary purchases. This study examines the relationship between e-wallet usage intensity and consumptive lifestyle, focusing on how convenience and promotional stimuli relate to spending tendencies. Using a cross-sectional online survey of students and early-career workers, we collected self-reports on payment habits and consumption patterns with validated Likert-type instruments. Data were screened and analyzed with correlation and linear regression after basic assumption checks. The results indicate a positive and statistically meaningful association between e-wallet usage and consumptive lifestyle; respondents who transact more often via e-wallets tend to report stronger preferences for instant gratification, hedonic purchases, and impulse buying. Convenience features (e.g., stored cards, fast checkout) and promotional exposure (e.g., limited-time deals) emerged as salient correlates of the relationship. The findings add contextual evidence from Indonesia’s digital economy and suggest practical implications for users, platforms, and educators. Financial-wellbeing interventions such as digital budgeting tips, in-app nudges, spend limits, or post-purchase reflections may help align seamless payments with healthier consumption decisions. Future work can test causal mechanisms and evaluate design features that encourage prudent, goal-consistent spending without diminishing user experience.

Elisa, Vioren; Assegaff, Setiawan; Aryani, Lies

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

The development of video streaming services has made DramaBox widely used by Generation Z, who prioritize fast entertainment access through mobile devices. However, complaints such as long ad duration, unstable video quality, and inaccurate subtitles remain obstacles that can reduce user satisfaction. This study analyzes the factors that influence DramaBox user satisfaction in Jambi City using the End User Computing Satisfaction (EUCS) method with five main dimensions: content, accuracy, format, ease of use, and timeliness. Data were obtained through questionnaires completed by 385 respondents and processed using SEM-PLS with the help of SmartPLS 4. The results showed that accuracy and timeliness significantly influence user satisfaction, while content, format, and ease of use did not have a significant impact. This finding indicates that information reliability and system speed are the most determining aspects of user experience. Therefore, improvements in both aspects are important for the future development of the DramaBox application.

Utami, Ananda; Alda, Muhamad; Putri, Fatimah Azzahra; Amanda, Bazlina Dini

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

This study aims to gain an in-depth understanding of the influence of user experience and e-service quality on user satisfaction with the MyTelkomsel mobile application. This research was conducted using a descriptive qualitative method along with data collection techniques in the form of semi-structured interviews and direct observation of active users of the MyTelkomsel application in the city of Medan. Data was obtained from 10 informants selected using purposive sampling techniques, supported by documentation of user interactions with the application. The results of the study indicate that ease of navigation, informative interface display, application response speed, and service feature reliability are the main factors that shape user satisfaction. Users tend to feel satisfied when the application is able to provide a comfortable, efficient, and responsive user experience that meets their needs. The findings of this study are expected to provide strategic input for Telkomsel in improving user experience and service quality as an effort to strengthen customer satisfaction and loyalty.

Efansa, Chika; Chika Efansa; Pradita Eko Prasetyo Utomo; Muhammad Razi A

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

PAMTIRTA Tempino is an institution that provides clean water services in the Tempino area. The process of recording water use and monitoring water turbidity is still done manually, making it prone to recording errors and making it difficult to monitor the water quality distributed to the community. This study aims to design a website-based water turbidity recording and monitoring system by focusing on User Interface (UI) and User Experience (UX) aspects using the Design Thinking method. The research follows five stages of Design Thinking: empathize, define, ideate, prototype, and test. Data collection involves observation and in-depth interviews with PAMTIRTA officers. The results include a design with key features such as digital water meter recording, turbidity monitoring dashboards, and complaint services. The prototype was tested using Maze and the System Usability Scale (SUS), achieving a score of 80.1 and falling into the "Good" category (grade B). These results demonstrate that the UI/UX design effectively provides an easy-to-understand, operationally suitable, and efficient solution for PAMTIRTA Tempino's water recording and turbidity monitoring needs. This design offers a ready-to-implement solution to improve the efficiency, accuracy, and quality of clean water services in the Tempino area.

Yogatama, Ahmad Nizar

Jurnal Penelitian Manajemen dan Inovasi Riset 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

The rapid advancement of smartphone technology has shaped consumer buying behavior, especially among students who depend on these devices for learning and social interaction. This research examines how product features and price perceptions influence students’ decisions to purchase Oppo smartphones in Malang City. Using a quantitative research design, data were obtained through questionnaires distributed to 428 respondents and processed using multiple linear regression analysis. The findings indicate that both product features and perceived price positively and significantly affect purchasing decisions, with product features demonstrating a more dominant role. The proposed model accounts for 66.2% of the variance in purchase decisions, suggesting that these two factors play a substantial part in shaping consumer choices. The results highlight the need for manufacturers like Oppo to focus on continuous feature improvements and maintain competitive pricing to strengthen market appeal. It is also suggested that future studies integrate additional variables such as brand image, marketing promotions, or user experience to offer a broader and more in-depth explanation of the determinants influencing smartphone purchase behavior.

Zeze Zakaria Hamzah

Prosiding Seminar Nasional Ilmu Manajemen Kewirausahaan dan Bisnis 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Digital transformation in Indonesia's financial sector has accelerated the adoption of cashless payment systems, with QRIS (Quick Response Code Indonesian Standard) as the main innovation since its introduction by Bank Indonesia in 2019. Generation Z, as a digital native group, is the dominant user of QRIS due to their preference for fast, practical, and connected services. This study aims to empirically analyze the influence of lifestyle, ease of use, trust, and financial attitudes on the decision to use QRIS by Generation Z in Bogor Regency, as well as test the role of financial literacy as a moderation variable. The research approach uses quantitative methods through inferential statistical analysis. The results showed that only the variables of ease of use and financial attitude had a significant effect on the decision to use QRIS, with a significance value of < 0.05 and t calculated > t table. These findings reinforce the Technology Acceptance Model (TAM) model, which emphasizes the importance of the perception of convenience in driving the adoption of digital payment technology. Meanwhile, the variables of lifestyle and trust did not have a significant effect, which may be due to the level of general trust that has been formed in QRIS and the digital lifestyle of respondents who have not fully developed. These results confirm the need to develop a more intuitive user experience and increase education related to digital financial literacy to strengthen the sustainable use of QRIS among Generation Z.

Ni Putu Nina Nuryati; I Gusti Ngurah Agung Gede Eka Teja Kusuma; Ni Putu Cempaka Dharmadewi Atmaja

International Journal of Economics and Management Sciences 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

The increasing participation in JKN in Denpasar has prompted BPJS Kesehatan to optimize the use of e-Dabu; however, the service continues to face persistent technical and usability challenges. Ongoing system issues, limited user proficiency, and unsatisfactory user experiences have reduced engagement with e-Dabu, highlighting the importance of understanding how the customer journey shapes positive emotions and customer passion through customer experience. This quantitative study employs validated measurement scales covering e-Dabu, customer journey, positive emotions, customer passion, and customer experience, with a sample of 190 business entity PICs at the BPJS Kesehatan Denpasar Branch. Data were analyzed using the SEM-PLS method, and the findings reveal that customer journey and positive emotions significantly influence customer experience. Additionally, positive emotions and customer experience significantly affect customer passion, while customer journey does not directly impact customer passion. The study concludes that enhancing customer journey, positive emotions, and customer experience is essential for increasing customer passion within BPJS Kesehatan Denpasar. These findings offer valuable theoretical and practical contributions to improving digital public service management.

Damayanti, Chika Permata Destia; Romdon, Fani; Anggraeni, Feny Yulia; Prasetyaningsih, Hana; Anjarani, Resti Dwi +2 more

Jurnal Ekonomi, Bisnis dan Manajemen (EBISMEN) 2025 FEB Universitas Maritim Semarang

This study aims to analyze the digitalization strategies implemented by Islamic banks to increase public interest in Sharia savings products. The research focuses on the use of digital technologies such as mobile banking, Islamic fintech, big data, and social media as key instruments to enhance service accessibility and strengthen customer trust. A qualitative descriptive method with a literature-based approach was employed by collecting and examining relevant academic sources. The data were analyzed using thematic analysis to identify patterns and relationships between digitalization and customer interest in Sharia savings. The findings indicate that digitalization enhances service accessibility, operational efficiency, and personalized user experiences. Mobile banking plays a dominant role in improving transaction convenience, while social media contributes significantly to customer education and product promotion. Furthermore, collaboration with Islamic fintech supports financial inclusion and encourages innovation aligned with Sharia principles. The results confirm that digitalization is a strategic driver for Islamic banks to remain competitive and relevant within the evolving financial industry landscape.

Muhamad Difa Rizky Pradana; Retno Mulatsih; Wasi Sumarsono

Logistics and Supply Chain Insights 2025 Indonesian Maritime Researchers and Lecturers

This study analyzes the partial and simultaneous influence of four factors—Publication (X_1), Access Convenience (X_2), Perceived Ease of Use (X_3), and Trust (X_4)—on the dependent variable, Intention to Use/Purchase (Y) Tiket.com for airline ticket purchases in Semarang City.1 Using an associative quantitative method, data were collected from 100 Tiket.com users (N=100) and analyzed via Multiple Linear Regression (SPSS 25.0).1 The analysis confirmed that all four independent variables positively and significantly influence the Intention to Use (all t_{hitung} > t_{tabel} 1.98498).1 The variable Perceived Ease of Use (X_3) was identified as the most dominant factor, showing the highest regression coefficient (\beta = 0.375), suggesting that the intuitive and effort-free experience of the application is the primary psychological driver for adoption among Semarang users.1, The overall model demonstrated a very strong explanatory capability, with an Adjusted R^2 of 0.792. This means 79.2\% of the variation in Intention to Use Tiket.com is jointly explained by these four variables, with 20.8\% attributed to factors outside the model.1 Managerial implications suggest prioritizing user experience design, clear information presentation, and maintaining transaction security to convert high interest into committed use.  

Anggi Ismiyanti; Diana Puspita Sari; Nauroh Nazhiifah; Tata Sutabri

Repeater : Publikasi Teknik Informatika dan Jaringan 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The development of digital technology has brought about significant transformations in the global entertainment industry, including in Indonesia. One manifestation of this change is evident in the presence of streaming platforms like Netflix, which have altered consumer consumption patterns for audio-visual content. This study aims to analyze how Netflix Indonesia utilizes Business Intelligence (BI) and Knowledge Management (KM) to maintain and increase customer loyalty. This research uses a qualitative descriptive method, collecting data from various scientific literature, industry reports, and relevant online sources. The results show that the implementation of BI enables Netflix to analyze user behavior, understand viewing preferences, and provide more personalized content recommendations. Meanwhile, KM plays a crucial role in internal knowledge management, content development, and service innovation. The synergy between BI and KM has been proven to support Netflix's strategy in improving user experience, retaining existing customers, and attracting new ones in the increasingly competitive Indonesian market.

Muhammad Ilham Topik Hidayat; Suryanto Suryanto

Jurnal Hukum, Administrasi Publik, dan Ilmu Komunikasi 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

This study aims to analyze the role of TikTok as a digital marketing tool in increasing the number of streams and musicians' income, with a case study of the viralization of the song "Mangu" by Fourtwnty. Using a qualitative approach with a case study method, this study explores the dynamics of the virality of music content on the TikTok platform and its impact on the digital music ecosystem. The results show that the virality of songs is not solely triggered by algorithms, but also by the power of emotional narratives, the relevance of lyrics to the user experience, and the active participation of the audience in the form of production. This phenomenon is driving cross-platform conversions, where TikTok users are switching to streaming services such as Spotify and YouTube, thereby increasing digital royalties and opening up live performance opportunities for musicians. Organic marketing strategies based on audience engagement have proven to be effective in creating broad and sustainable exposure, especially among the digital native generation. This research confirms that TikTok is not only an entertainment platform, but also a strategic medium in building music branding and monetizing works creatively. These findings provide important implications for independent musicians and the music industry in designing adaptive and participatory promotional strategies in an increasingly competitive digital economy.

Auliya, Kharisma Xena; Dian W. Chandra

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2025 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

The quality of user experience (Quality of Experience/QoE) in YouTube video streaming services is highly influenced by the quality of network service (Quality of Service/QoS). QoS measurement is conducted using Wireshark software with parameters such as throughput, packet loss, delay, and jitter, and assessed based on the TIPHON standard. Meanwhile, QoE is evaluated through a survey of 30 respondents and measured using the Likert scale.The analysis results indicate that QoS falls into the "Good" category, with a throughput of 1,545.45 kbps at 51.5%, 0% packet loss, 5.69 ms delay, and 0.0015 ms jitter. Additionally, the average QoE score of 4.55 suggests that the user experience is also considered good. Further analysis reveals a correlation between QoS and QoE, where a more optimal network quality positively impacts user experience. These findings provide insights for service providers to optimize streaming quality to meet user expectations.

Hafsah Islamiati Ayuningtyas; Wahyu Purnama Sari; Bintang Bahari; Triansyah Amarullah Ahmad Prayoga; Prawira Setia Ramdhani

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2025 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Advancements in information technology have created significant opportunities for more efficient spatial data management, including the mapping of government buildings. To support this effort, this study develops a web-based geographic information system for mapping government buildings in Bandung City using Leaflet.js. The system aims to facilitate interactive map visualization and provide more accurate and structured access to spatial data. The Agile method is applied in the system development process, consisting of six main stages: needs identification, design, development, testing, implementation, and evaluation. The system is designed using the Laravel or CodeIgniter framework as the backend and Leaflet.js for dynamic spatial data presentation. The research results indicate that the system can display geographic information accurately and interactively while supporting search, filtering, and responsive map display features across various devices. Additionally, the Agile approach has proven to enhance development efficiency and user experience. With this system, the government can manage building data more effectively, transparently, and efficiently to support planning and decision-making based on spatial data.

Siti Farah Fakhirah

Saturnus: Jurnal Teknologi dan Sistem Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Advancements in modern information technology continuously require companies to present complex data more effectively, especially within the scope of sales management and business decision-making. Dashboards are essential, interactive tools that enable professionals and managers to make strategic decisions quickly, confidently, and based on accurate data visualization. This study focuses on designing an intuitive and user-centered Sales Monitoring Dashboard UI/UX for One Direction at PT. XYZ by applying the five iterative stages of the Design Thinking method, namely empathize, define, ideate, prototype, and test. Key user needs identified include real-time performance summaries, streamlined navigation flow, informative visual hierarchy, and visuals that remain consistent with corporate identity and brand values. The System Usability Scale (SUS) test involving 19 respondents resulted in an excellent average score of 80.92. These findings demonstrate that the Design Thinking approach effectively produces a user-friendly, consistent, and data-driven dashboard interface that supports timely, accurate, and informed business decisions.